Credits and distribution permission

Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets

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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets

Author notes

- Please ask my permission before releasing mods that alter, are based on, or use assets from WMX.

- Please do not re-upload WMX anywhere without first asking my permission.

File credits

- Any aspect of WMX not specifically mentioned here in the credits can usually be assumed to be the work of Antistar (Joseph Lollback - that would be me). In addition, many of the things mentioned here had additional work done to them by me. If you need to know nitty-gritty specifics for whatever reason, just ask me.

- Many meshes and textures included in this mod are 'remixed' Bethsoft/Obsidian assets. They should be self-evident to anyone familiar with FNV, but if you're unsure about the origins of something and wish to know, again don't hesitate to ask.

These are covered by the WMX-DLC package, available under the Files tab:WMX-DM: Images with the 'WMX-DM' prefix are from 'WMX - Dead Money'.WMX-HH: Images with the 'WMX-HH' prefix are from 'WMX - Honest Hearts''.WMX-OWB: Images with the 'WMX-OWB' prefix are from 'WMX - Old World Blues'.WMX-LR: Images with the 'WMX-LR' prefix are from 'WMX - Lonesome Road'.WMX-GRA: Images with the 'WMX-GRA' prefix are from 'WMX - Gun Runners' Arsenal'.

My Weapon Mod Kits (WMK) mod for Fallout 3 was the inspiration for Obsidian's implementation of the weapon modding system in Fallout New Vegas; something which I am quite proud of and flattered by. I like Obsidian's take on it; enough that I wanted to add to it... 'expand' upon it, you might say.

Weapon Mods Expanded (WMX) for Fallout New Vegas expands upon the base game's weapon modding system in the following ways:

- ALL weapons get the maximum of three applicable weapon mods; this includes unique weapons.- Unique weapons can be modified with the same weapon mods as their common counterparts.- Some existing weapon mods (from the base game) are newly applied to weapons besides their defaults...- But many more are weapon mods newly added by WMX.- Some weapon mods can be applied to multiple different weapons.- New crafting possibilities for the more low-tech weapon mods (mainly melee weapon mods).- Some unique weapons without a common counterpart (for example That Gun and This Machine) receive one.- New and altered art assets to visually depict most of the new weapon mods.- Chance to find weapon mods in loot.- More weapon mods available from merchants (to compensate for more types being available).- WMX also contains numerous fixes for visual bugs in weapon meshes and textures.

===============2. RANGED WEAPON MODS===============

Here is a list of all ranged weapons and weapon mods, and how they apply to one another:

Modifying melee weapons is a fairly different business to modifying firearms and energy weapons. Mechanically there isn't as much to differentiate one melee weapon from another; not compared to the myriad potential differences between firearms, at least. With melee weapons, you generally swing at the enemy... and that's about it; so you're going to see a lot of commonality throughout the list of melee weapon mods below.

It would also be very unlikely to just find a custom grip precisely made to fit your makeshift plank with nails, or chunk of rebar and concrete - so with these things in mind, the crafting system becomes very important to melee weapon mods in WMX. For a large number of the weapon mods below, you won't be finding them as-is. You will, however, be finding the parts you need to build the exact weapon mod you want.

For example, finding a hammer and a box of nails would allow you to make a 'Bunch Of Nails' weapon mod to apply to a baseball bat (or a pool cue, or a rolling pin...). It's worth keeping this in mind when browsing the list of melee weapon mods below. Also, check out the Crafting Weapon Mods section for more information on the crafting possibilities in WMX.

WMX adds a number of new crafting recipes to the workbench crafting menu, as well as several new items (listed below) to be used as parts in these recipes. Most of these recipes are for melee weapon mods, but a couple are for ranged weapon mods. All of them fall under a new crafting menu category: "Weapon Mods".

These are the new items added by WMX to be used as crafting parts. They can be bought from merchants or scavenged from the Wasteland:- Blade Blank- Box of Nails- Hardwood Log- Silicone Rubber Block- Small Spring

*There are a number of variants of these recipes; one for each discrete weapon mod. Eg: 'Fire Axe Hardwood Haft', 'Baseball Bat Hardwood Haft', etc. The ingredients are the same across these variants, but the skill requirements and output vary.

**These recipes also have 'breakdown' counterparts; largely so that accidentally making the wrong one is not punishing.

Please follow these instructions exactly. If you have not performed a step described here, or you have performed extra steps that are *not* described here, please don't ask me for help if something isn't working for you. I will not know what you have done, and therefore will likely not be able to help you.

***Tools***

These are useful - near essential, in fact - tools for using FNV mods in general (not just WMX). The instructions below refer to these tools.

- If currently using another mod that alters or adds to weapon modification of the vanilla weapons in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit).

- Add the WeaponModsExpanded package you downloaded to FOMM/NMM and install as normal. If asked if you want to overwrite files and folders, click 'Yes to all'.

- It is recommended to load WeaponModsExpanded.esp near the bottom of your load order - or at least after any other mods that edit vanilla weapons. You can change the load order of your plugins by clicking and dragging in FOMM/NMM.

- ArchiveInvalidation *may* be necessary if you have not performed it already. It can be performed with FOMM/NMM, or you can try this tool: http://www.nexusmods.com/newvegas/mods/35935

***Installation - Manual***

- If currently using another mod that alters or adds to weapon modification of the vanilla weapons in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit).

- Using 7-Zip, extract the contents (everything - ALL files and folders) of the WeaponModsExpanded.7z archive file to your Steam\steamapps\common\fallout new vegas\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all' (or equivalent for your operating system).

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool like FOMM/NMM - place a tick in the box next to WeaponModsExpanded.esp.

- It is recommended to load WeaponModsExpanded.esp near the bottom of your load order - or at least after any other mods that edit vanilla weapons. You can change the load order of your plugins by clicking and dragging in FOMM/NMM.

- ArchiveInvalidation *may* be necessary if you have not performed it already. It can be performed with FOMM/NMM, or you can try this tool: http://www.nexusmods.com/newvegas/mods/35935

***Upgrading from an earlier version of WMX***

- Automatic: In FOMM/NMM, update the mod or remove the old package then add and install the new package, as normal.

- Manual: Simply overwrite the already-installed WMX files with the files from the new version, following the instructions above. You do NOT need to uninstall WMX first.

- Ensure that your load order is still configured correctly; updating plugins can cause your load order to change.

- This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using (including - but not limited to - WMX). If using more than one add-on for WMX at the same time (this includes compatibility patches), creating an automatic merged patch is even MORE important (assuming you want everything to work correctly).

- Download FNVEdit (http://newvegas.nexusmods.com/mods/34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it:

- Run FNVEdit, and a list of all the plugins in your Steam\steamapps\common\fallout new vegas\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'.

- Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. (Note that this may be under the 'Other' sub-menu, depending on which version of FNVEdit you have.)

- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.

- Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.

- If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.

***Uninstallation***

RECOMMENDED: Uninstalling WMX requires that you first remove any WMX weapon mods (or weapon mods that are not applicable to a weapon in the default game) that you have attached to weapons in your save game. At the time of writing the only way to do this is with The Weapon Mod Menu (http://newvegas.nexusmods.com/mods/44515). Failure to do so will result in crashes to desktop. The alternative to using The Weapon Mod Menu is to follow the old-style WMX uninstall process detailed below:

Legacy Info: IMPORTANT: Uninstalling WMX requires that you first remove any weapons modified with WMX weapon mods (or with weapon mods that are not applicable to that weapon in the default game) from your inventory, and from anywhere you can access them in-game. Failure to do so will result in crashes to desktop. Follow these instructions:

- In-game, you will find an item in the Aid section of your Pip-Boy called [WMX Uninstall Menu]. Click on this item and carefully follow the instructions that appear on-screen.

- After uninstallation is complete, it is a good idea to create a clean save (by loading the save game and then saving it again) before doing anything else.

=====================7. PLAYING THE MOD=====================

No special knowledge is really needed to play the game with WMX installed; the new content is integrated seamlessly into the game. In case it's helpful though, here's a list of points of information regarding the mod:

- The new weapon mods are sold by the same merchants who sell weapon mods in the base game.

- The first time the game is loaded with WMX installed, two notes will automatically be added to your Pip-Boy that list all the weapons and which weapon mods can be applied to them. One list is sorted by weapons (it's the list found in the Description section of this readme), so you can look up a weapon and see which weapon mods apply to it. The other list is sorted by weapon mod, so you can look up a weapon mod and see which weapons it can be used on. As of WMX v1.1, two more notes (in addition to the above two) will also be added. They are the same as the above two notes, but they cover Melee/Unarmed weapon mods instead.

- .223 Pistols are non-unique, less powerful versions of the unique weapon 'That Gun'. They are sometimes carried by people armed with Service Rifles, and can be found in some stores.

- Battle Rifles are non-unique, less powerful versions of the unique weapon 'This Machine'. They are sometimes carried by people that might otherwise be armed with Hunting Rifles, and can be found in some stores.

- In the base game, unique weapons can't be modified, and many of them are in fact 'pre-modified' with the same weapon mods that can be applied to their common counterparts. Where relevant, WMX removes these 'integrated' weapon mods so that these unique weapons can be modified by the user with the same weapon mods as their common counterparts. This results in some unique weapons being slightly less powerful than in the base game when they're unmodified, but *more* powerful than in the base game when they *are* modified.

- Hunting Revolvers are no longer scoped by default - but they (and the Ranger Sequoia) can be modified with a Hunting Revolver Scope.

- Riot Shotguns no longer have drum magazines by default - they have a box magazine instead, which holds ten rounds rather than twelve rounds. However, they can be modified with the 'Riot Shotgun Drums' weapon mod, which upgrades their ammo capacity to twenty.

- Besides the various visual bugs in weapon meshes and textures that WMX fixes, it also fixes a couple of issues with Torres and Gloria Van Graff. Without going into technical detail, they would not sell items appropriate to the player's level if the player had previously visited them at a lower level. In addition, Torres (and Michelle at 188 Trading Post, too) was not correctly set to sell Miscellaneous items (which include weapon mods), even though she had been given Miscellaneous items to sell.

===============8. FREQUENTLY ASKED QUESTIONS (FAQ)===============

Q) I have a question I want to ask. Is there something I should do before contacting the author?A) Yes. Please read the entirety of this readme through carefully first. Asking a question relating to something already covered in this readme will only waste your time, as I will simply direct you to "please read the readme".

Q) I've discovered a bug and I can't wait to tell you/the world about it!A) This can't be stressed enough. *Please* read the entirety of this readme through carefully first. The vast majority of the time, the bugs that are reported to me are known issues already described in the readme (usually caused by some element of the base game that cannot be changed - or just bugs in the base game itself), or are caused by conflicts with other mods (that can often be solved with proper load order management or the use of compatibility patches), or in some cases are actually intended features of the mod.

Q) Can I criticise you for implementing something in WMX in an 'unrealistic' way?A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to expand gameplay in Fallout New Vegas; no more or less.

Q) I've got a weapon mod for this weapon but it's not giving me the option to apply it. What's going on?A) It's most likely a conflict with another mod that also edits vanilla weapons. If you have this mod loading after WMX in your load order, it will override WMX's changes. Try loading WMX near (or at) the bottom of your load order, as noted in the installation instructions above. If you want to find out exactly which mods are conflicting, you can open your entire load order in FNVEdit, and look at the weapon records you're having problems with. (Very basic knowledge of FNVEdit required, obviously.)

Q) Help! I can't find the precise weapon mod I want for sale the moment I start looking! Is WMX broken?A) No. The weapon mods available from merchants (and found in loot) are determined randomly; and some are rarer than others. You may want to try the Mail Order Catalogs mod (http://www.nexusmods.com/newvegas/mods/47712), which has support for WMX and lets you order the exact weapon mod/s you want. As an aside, I was considering adding a similar feature to WMX itself - but then Mail Order Catalogs made that unnecessary.

Q) Can you tell me why I should use WMX rather than [other mod that expands on weapon modification in Fallout New Vegas]?A) This isn't something I can really answer for you; I'm obviously biased in favour of my own mod. I've provided a lot of information on what WMX offers on its Nexus page; both in the form of an exhaustive range of screenshots and in this readme itself. There should be more than enough information available for you to make an educated decision on whether WMX appeals to you or not.

Q) I'm having problems with FOMM/FNVEdit/ArchiveInvalidationInvalidated/etc. Can you help?A) Probably not. If it's not something that's already covered in this readme, you would be better off contacting the authors of those programs (I am not affiliated with them).

Q) FOMM/NMM/whatever is telling me that animation (.kf) files in EVE are conflicting with animation files in WMX. What should I do?A) They're the same animations (by Joefoxx) in both mods, so it doesn't matter if one set overwrites the other.

Q) Is WMX compatible with [insert name of mod here]?A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMX and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. There are however a few notes in this FAQ - and in the Conflicts/Known Issues section below - that should help you work out compatibility.

Q) What about texture replacers for the vanilla weapons? Are they compatible with WMX?A) They will usually work (technically speaking), but may result in weapons that have their textures changed by WMX weapon mods looking different to their unmodified variant (in that the texture replacer only affects the unmodified variant). A compatibility patch will usually be required in such cases.

Q) Will you make WMX compatible with [insert name of mod here]?A) In almost all cases, I only make compatibility patches for mods that I want to use myself. This means that requesting a compatibility patch for something will usually be pointless, since I'll either already have done it if it's something I want myself, or I won't have time to do it. Not having time is the main thing: trying to make a mod compatible with all other mods is a sisyphean task... if the number of boulders Sisyphus had to push uphill increased exponentially each time, that is. (With every compatibility patch I made, someone would inevitably ask me to make it compatible with one or more *other* mods/compatibility patches.)

Q) Will you teach me how to make a compatibility patch myself, then?A) I'm afraid this is another thing I simply don't have time for. I highly recommend looking at the FNVEdit Training Manual (http://www.nexusmods.com/newvegas/mods/38413), however; it should tell you exactly what you need to know, and do a better job of it than I could, I'm sure. FNVEdit may look intimidating at first, but creating compatibility patches with it is (in most cases) much easier than doing so using the GECK, once you learn the basics.

Q) Will you add the ability to remove weapon mods from weapons?A) This functionality is available through The Weapon Mod Menu (http://www.nexusmods.com/newvegas/mods/44515), which is fully compatible with WMX.

Q) Will you add crafting recipes for *all* weapon mods?A) No plans to do so at this time. Almost all of the weapon mods for ranged weapons - and many of the melee weapon mods too - are just too specialised and intricate to be cobbled together at a workbench from scraps found in the wasteland.

Q) Can you add more than three applicable weapon mods to a weapon - or the option to choose between two or more weapon mods to apply to a particular 'slot' on a weapon?A) No; the weapon-modification system in FNV has a hard-coded limit of three weapon mods per weapon.

Q) Why so few visible weapon mods for Unarmed weapons?A) The short answer is 'technical limitations'. The long answer is that weapons that conform closely to the hands (like gloves or knuckle-dusters) need to be rigged to the skeleton, meaning their mesh files need to be implemented via 'armour add-ons'. These armour add-ons can only be defined on a weapon-by-weapon basis, rather than a weapon mod by weapon mod basis, meaning the mesh can't be changed when a weapon mod is applied. This meant that a lot of the weapon mods for Unarmed weapons had to be ones without a visible effect on the weapon.

Q) Why am I seeing 3D exclamation points, flashing/swapping textures and/or missing texture notifications instead of items from the WMX mod?A) This happens when the game can't find the meshes and/or textures it's looking for; in this case that means that WMX wasn't installed correctly. In the case of texture issues - not missing mesh issues - it may also point to an ArchiveInvalidation issue. In both cases, please follow the Installation instructions above.

Q) I'm seeing floating revolver speedloaders, laser sights not switching on, strange behaviour with heavy weapons and their backpacks, etc. Is this caused by WMX?A) No. In my experience (and in the reports I've had from users) this has been linked to the Pip-Boy Readius mod (and any other mods that work in a similar way) - and it will happen whether WMX is present or not. To make it really clear, this is not a compatibility issue between WMX and Readius; it is (unfortunately) an issue with Readius itself. See the Known Issues section below for other (vanilla) bugs that can cause similar issues.

Q) Will you tell me how to cheat to get the weapon mods so I don't have to go looking for them?A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod.

Q) Why is the game crashing to desktop when I interact with this weapon, after uninstalling WMX?A) This happens if WMX was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely.

Q) Why is the game stalling/crashing on startup after I've installed this add-on for WMX?A) This usually happens if an active plugin cannot 'find' the esm/esp file/s it is dependent on - usually because these 'master' files are absent/renamed/loading after the active plugin. WMX add-ons will almost always need to load *after* WeaponModsExpanded.esp (but follow the installation instructions for the add-on in question carefully), and WeaponModsExpanded.esp cannot be renamed.

===============9. SAVE GAMES===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s (provided the instructions in this readme are followed) - but as always, it is good practice to keep backups.- Follow the Uninstallation instructions above if you wish to deactivate this mod. Trust me. This is important.

- WMX is not compatible with other mods that alter modification (with weapon mods) of vanilla weapons in Fallout New Vegas. Such mods will need to be uninstalled before installing WMX.

- Mods that directly edit vanilla weapons will conflict with WMX. Compatibility patches are usually required in these cases. (Though in a pinch you might get away with just loading WMX after the conflicting mod, as noted in the installation instructions above.)

- Following the 'Automatic Merged Patch Creation' part of the installation instructions (see above) will minimise conflicts between WMX and other mods (depending on the specific mod, as always).

- WMX includes fixed animation files that replace some vanilla weapon animations. These look identical to the vanilla animations, but fix several issues and include additional functionality used by WMX and its add-ons. If you are using animation replacers, they may be overwritten (partially or completely) when WMX is installed. Simply install/reinstall them after installing/updating WMX if you would prefer to use those animations. Joefoxx's animations (http://www.nexusmods.com/newvegas/mods/38527) should be useable with WMX without compromising the fixes/functionality in the animations included with WMX; Joefoxx is the one who made them, in fact.

- Addendum to the above: at the time of writing, the current version of Joefoxx's animations seem to have an issue with the Laser Pistol (in WMX or otherwise). The simplest way to fix this is to delete this file: \Steam\steamapps\common\fallout new vegas\Data\meshes\characters\_1stperson\1hpattack3.kf

- Aiming down the sights with the weapons given iron-sights by WMX (e.g. the Laser Rifle) may not work very well with the 'True Iron Sights' gameplay setting disabled. At the time of writing there is an add-on in the WMX Compatibility Grab-bag (downloaded separately) that can fix this, but it may conflict with other WMX compatibility patches you may want to use, so this is how to fix this issue yourself:

- Move or delete the following files from \Steam\SteamApps\common\Fallout New Vegas\Data\meshes\characters\_1stperson\--- 1hpaimis.kf--- 1hpattack3is.kf--- 2hrattack4is.kf

- Some knowledge of the GECK or (preferably) FNVEdit required: Enable the 'Don't Use 1st Person IS Animations' flag on the weapon/s in question.

- The modified variants of the Shiskebab are currently not using custom meshes, as they were causing some display issues with the weapon's flames and backpack.

There are several bugs in Fallout New Vegas itself that have an impact on WMX:

- Applying an 'Increases Durability' weapon mod to a weapon that is currently fully repaired can actually degrade its condition. Any condition level besides 100% appears to be fine. Should be much less likely to occur with the FNV official patches installed.

- It seems that modified weapons given to companions appear as unmodified weapons while they are carrying them.

- Any aspect of WMX not specifically mentioned here in the credits can usually be assumed to be the work of Antistar (Joseph Lollback - that would be me). In addition, many of the things mentioned here had additional work done to them by me. If you need to know nitty-gritty specifics for whatever reason, just ask me.

- Many meshes and textures included in this mod are 'remixed' Bethsoft/Obsidian assets. They should be self-evident to anyone familiar with FNV, but if you're unsure about the origins of something and wish to know, again don't hesitate to ask.

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

Version 1.1 - The 'Nails' update (06-09-11)- Major content update:--- Added weapon mods for Melee and Unarmed weapons.--- Added crafting recipes for many Melee/Unarmed weapon mods - and for a couple of ranged weapon mods.--- Added several new items to be used as parts for the above-mentioned crafting recipes.- There is no longer the chance for .223 Pistols to replace Service Rifles in loot and on NPCs - instead there is now the chance for them to be found *as well as* Service Rifles.- Further improvements to Plasma Rifle and Multiplas meshes by MadCat (glowing port holes).- Texture set assignment fix for Lucky (HD Cyl + Long Barrel variant).- Michelle at 188 Trading Post now sells miscellaneous items, as (it seems) intended by Obsidian. (This includes weapon mods.)

Version 1.0.9 (07-07-11)- Behind-the-scenes changes in aid of compatibility with FNV patch 1.4.- Weapon Repair Kits are no longer selectable in the repair menu for weapons, as the vanilla bug that made this necessary appears to have been fixed. (See v1.0.2 changelog, below, for more info.)

Version 1.0.8 (13-06-11)- Increased number of WMX-added weapon mods available at many merchants.- Increased price of most rate-of-fire-increase weapon mods added by WMX.- Increased price of Plasma Defender weapon mods.- Further fixes to issues with Torres' merchant inventory; she now actually offers better items if the player joins the Brotherhood Of Steel - as intended.

Version 1.0.7 (17-05-11)- Numerous stat changes to weapons to bring them in line with the changes made in the recent official FNV patch (patch 1.3).- Overhauled weapon mod prices to be in line with changes made in the abovementioned patch.- Minor vanilla bugfixes to .357 Magnum Revolver and Lucky meshes (shells are no longer ultra-shiny/bright).- Minor texture set assignment fix to Hunting Revolver and Ranger Sequoia statics.